Having trouble rationalizing why your group of adventurers are working together as your first campaign game begins? Are you in need of a good reason to have the adventurers accept a new player's character into their group when they are midway through a dungeon (and likely wouldn't want to trust a random stranger)? Would you like to consider ways to utilize Background and Personality Traits from the Players Handbook to help inspire stories of how your party members are bonded as a group?
Well, if you said YES to any of these questions, then Adventuring Party Origins is for you, my friend!
Included in the pages of this supplement are ...
Chance Meetings simple ways to explain how the characters in your group have bonded and why they will be adventuring together, with stories that do not infringe upon an adventure the DM has planned.
Childhood Friends group origin stories that inspire ways your characters could have formed bonds in childhood
Immersive Origins which presents more involved stories that link all of your adventurers together and inspire future adventures that can be played out into any campaign a DM is running.
Sans Origins for players who want to rationalize why their characters are meeting for the first time, but do not want any established history between their characters prior to your first game.
Transient Introductions which discusses ways to introduce new player characters into your ongoing campaign (even during the middle of an adventure).
For those of you who have been looking for ways to explain why your player's characters are working together in your campaign, Adventuring Party Origins will work for you!